D3D12: Implement non-blocking EFB access when EFB has not been modified

This commit is contained in:
Stenzek 2016-02-21 17:18:02 +10:00
parent 6bbf836ea9
commit 1d909ec7a4
4 changed files with 279 additions and 227 deletions

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@ -16,6 +16,7 @@
#include "VideoBackends/D3D12/D3DTexture.h"
#include "VideoBackends/D3D12/D3DUtil.h"
#include "VideoBackends/D3D12/FramebufferManager.h"
#include "VideoBackends/D3D12/Render.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
@ -964,6 +965,11 @@ void DrawEFBPokeQuads(EFBAccessType type,
InitColVertex(&vertex[3], x1, y2, z, col);
InitColVertex(&vertex[4], x2, y1, z, col);
InitColVertex(&vertex[5], x2, y2, z, col);
if (type == POKE_COLOR)
FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col);
else if (type == POKE_Z)
FramebufferManager::UpdateEFBDepthAccessCopy(point->x, point->y, z);
}
// Issue the draw

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@ -22,11 +22,7 @@ unsigned int FramebufferManager::m_target_width;
unsigned int FramebufferManager::m_target_height;
D3DTexture2D*& FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
ID3D12Resource*& FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
D3DTexture2D*& FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
D3DTexture2D*& FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
ID3D12Resource*& FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
D3DTexture2D*& FramebufferManager::GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
@ -105,11 +101,6 @@ FramebufferManager::FramebufferManager()
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.color_temp_tex->GetTex12(), "EFB color temp texture");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_staging_buf)));
CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);
// EFB depth buffer - primary depth buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_target_width, m_target_height, m_efb.slices, 1, sample_desc.Count, sample_desc.Quality, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
CheckHR(D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueDSV, IID_PPV_ARGS(&buf12)));
@ -118,24 +109,6 @@ FramebufferManager::FramebufferManager()
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_tex->GetTex12(), "EFB depth texture");
// Render buffer for AccessEFB (depth data)
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, 1, 1, m_efb.slices, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
optimized_clear_valueRTV.Format = DXGI_FORMAT_R32_FLOAT;
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_clear_valueRTV, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, false, D3D12_RESOURCE_STATE_COMMON);
SAFE_RELEASE(buf12);
D3D::SetDebugObjectName12(m_efb.depth_read_texture->GetTex12(), "EFB depth read texture (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(64 * 1024);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_staging_buf));
CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName12(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
if (g_ActiveConfig.iMultisamples > 1)
{
// Framebuffer resolve textures (color+depth)
@ -159,6 +132,8 @@ FramebufferManager::FramebufferManager()
m_efb.resolved_depth_tex = nullptr;
}
InitializeEFBAccessCopies();
s_xfbEncoder.Init();
}
@ -166,17 +141,12 @@ FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();
DestroyEFBAccessCopies();
SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_temp_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.depth_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_staging_buf);
SAFE_RELEASE(m_efb.depth_read_texture);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.resolved_color_tex);
SAFE_RELEASE(m_efb.resolved_depth_tex);
}
@ -235,6 +205,217 @@ void FramebufferManager::ResolveDepthTexture()
g_renderer->RestoreAPIState();
}
u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
{
if (!m_efb.color_access_readback_map)
MapEFBColorAccessCopy();
u32 color;
size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
memcpy(&color, &m_efb.color_access_readback_map[buffer_offset], sizeof(color));
return color;
}
float FramebufferManager::ReadEFBDepthAccessCopy(u32 x, u32 y)
{
if (!m_efb.depth_access_readback_map)
MapEFBDepthAccessCopy();
float depth;
size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
memcpy(&depth, &m_efb.depth_access_readback_map[buffer_offset], sizeof(depth));
return depth;
}
void FramebufferManager::UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color)
{
if (!m_efb.color_access_readback_map)
return;
size_t buffer_offset = y * m_efb.color_access_readback_pitch + x * sizeof(u32);
memcpy(&m_efb.color_access_readback_map[buffer_offset], &color, sizeof(color));
}
void FramebufferManager::UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth)
{
if (!m_efb.depth_access_readback_map)
return;
size_t buffer_offset = y * m_efb.depth_access_readback_pitch + x * sizeof(float);
memcpy(&m_efb.depth_access_readback_map[buffer_offset], &depth, sizeof(depth));
}
void FramebufferManager::InitializeEFBAccessCopies()
{
D3D12_CLEAR_VALUE optimized_color_clear_value = { DXGI_FORMAT_R8G8B8A8_UNORM, { 0.0f, 0.0f, 0.0f, 1.0f } };
D3D12_CLEAR_VALUE optimized_depth_clear_value = { DXGI_FORMAT_R32_FLOAT, { 1.0f } };
CD3DX12_RESOURCE_DESC texdesc12;
ID3D12Resource* buf12;
HRESULT hr;
// EFB access - color resize buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_color_clear_value, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB access color resize buffer (hr=%#x)", hr);
m_efb.color_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access color resize buffer");
buf12->Release();
// EFB access - color staging/readback buffer
m_efb.color_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.color_access_readback_buffer));
D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access color readback buffer");
// EFB access - depth resize buffer
texdesc12 = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COMMON, &optimized_depth_clear_value, IID_PPV_ARGS(&buf12));
CHECK(hr == S_OK, "create EFB access depth resize buffer (hr=%#x)", hr);
m_efb.depth_access_resize_tex = new D3DTexture2D(buf12, D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R32_FLOAT);
D3D::SetDebugObjectName12(m_efb.color_access_resize_tex->GetTex12(), "EFB access depth resize buffer");
buf12->Release();
// EFB access - depth staging/readback buffer
m_efb.depth_access_readback_pitch = D3D::AlignValue(EFB_WIDTH * sizeof(float), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_efb.depth_access_readback_buffer));
D3D::SetDebugObjectName12(m_efb.color_access_readback_buffer, "EFB access depth readback buffer");
}
void FramebufferManager::MapEFBColorAccessCopy()
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* src_resource;
if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
{
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_VIEWPORT vp12 = { 0, 0, EFB_WIDTH, EFB_HEIGHT, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D::current_command_list->RSSetViewports(1, &vp12);
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(m_efb.color_tex, &src_rect, m_target_width, m_target_height,
StaticShaderCache::GetColorCopyPixelShader(true),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
{}, 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false, false);
m_efb.color_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.color_access_resize_tex->GetTex12();
}
else
{
// Can source the EFB buffer
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.color_tex->GetTex12();
}
// Copy to staging resource
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0, { DXGI_FORMAT_R8G8B8A8_UNORM, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.color_access_readback_pitch } };
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.color_access_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
// Block until completion
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.color_tex->GetTex12())
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
// Restore state after resetting command list
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
g_renderer->RestoreAPIState();
// Resource copy has finished, so safe to map now
m_efb.color_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
}
void FramebufferManager::MapEFBDepthAccessCopy()
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* src_resource;
if (m_target_width != EFB_WIDTH || m_target_height != EFB_HEIGHT || g_ActiveConfig.iMultisamples > 1)
{
// for non-1xIR or multisampled cases, we need to copy to an intermediate texture first
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_VIEWPORT vp12 = { 0, 0, EFB_WIDTH, EFB_HEIGHT, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D::current_command_list->RSSetViewports(1, &vp12);
D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
(g_ActiveConfig.iMultisamples > 1) ? StaticShaderCache::GetDepthResolveToColorPixelShader() : StaticShaderCache::GetColorCopyPixelShader(false),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
{}, 1.0f, 0, DXGI_FORMAT_R32_FLOAT, false, false);
m_efb.depth_access_resize_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.depth_access_resize_tex->GetTex12();
}
else
{
// Can source the EFB buffer
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
src_resource = m_efb.depth_tex->GetTex12();
}
// Copy to staging resource
D3D12_PLACED_SUBRESOURCE_FOOTPRINT dst_footprint = { 0,{ DXGI_FORMAT_R32_FLOAT, EFB_WIDTH, EFB_HEIGHT, 1, m_efb.depth_access_readback_pitch } };
CD3DX12_TEXTURE_COPY_LOCATION dst_location(m_efb.depth_access_readback_buffer, dst_footprint);
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
// Block until completion
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.depth_tex->GetTex12())
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
// Restore state after resetting command list
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
g_renderer->RestoreAPIState();
// Resource copy has finished, so safe to map now
m_efb.depth_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
}
void FramebufferManager::InvalidateEFBAccessCopies()
{
if (m_efb.color_access_readback_map)
{
m_efb.color_access_readback_buffer->Unmap(0, nullptr);
m_efb.color_access_readback_map = nullptr;
}
if (m_efb.depth_access_readback_map)
{
m_efb.depth_access_readback_buffer->Unmap(0, nullptr);
m_efb.depth_access_readback_map = nullptr;
}
}
void FramebufferManager::DestroyEFBAccessCopies()
{
InvalidateEFBAccessCopies();
SAFE_RELEASE(m_efb.color_access_resize_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.color_access_readback_buffer);
m_efb.color_access_readback_buffer = nullptr;
SAFE_RELEASE(m_efb.depth_access_resize_tex);
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_efb.depth_access_readback_buffer);
m_efb.depth_access_readback_buffer = nullptr;
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
// DX12's XFB decoder does not use this function.

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@ -61,11 +61,7 @@ public:
~FramebufferManager();
static D3DTexture2D*& GetEFBColorTexture();
static ID3D12Resource*& GetEFBColorStagingBuffer();
static D3DTexture2D*& GetEFBDepthTexture();
static D3DTexture2D*& GetEFBDepthReadTexture();
static ID3D12Resource*& GetEFBDepthStagingBuffer();
static D3DTexture2D*& GetResolvedEFBColorTexture();
static D3DTexture2D*& GetResolvedEFBDepthTexture();
@ -74,6 +70,17 @@ public:
static void ResolveDepthTexture();
// Access EFB from CPU
static u32 ReadEFBColorAccessCopy(u32 x, u32 y);
static float ReadEFBDepthAccessCopy(u32 x, u32 y);
static void UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color);
static void UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth);
static void InitializeEFBAccessCopies();
static void MapEFBColorAccessCopy();
static void MapEFBDepthAccessCopy();
static void InvalidateEFBAccessCopies();
static void DestroyEFBAccessCopies();
private:
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
void GetTargetSize(unsigned int* width, unsigned int* height) override;
@ -83,18 +90,24 @@ private:
static struct Efb
{
D3DTexture2D* color_tex;
ID3D12Resource* color_staging_buf;
D3DTexture2D* depth_tex;
ID3D12Resource* depth_staging_buf;
D3DTexture2D* depth_read_texture;
D3DTexture2D* color_temp_tex;
D3DTexture2D* resolved_color_tex;
D3DTexture2D* resolved_depth_tex;
D3DTexture2D* color_access_resize_tex;
ID3D12Resource* color_access_readback_buffer;
u8* color_access_readback_map;
u32 color_access_readback_pitch;
D3DTexture2D* depth_access_resize_tex;
ID3D12Resource* depth_access_readback_buffer;
u8* depth_access_readback_map;
u32 depth_access_readback_pitch;
int slices;
} m_efb;

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@ -51,8 +51,6 @@ static bool s_last_xfb_mode = false;
static Television s_television;
static ID3D12Resource* s_access_efb_constant_buffer = nullptr;
enum CLEAR_BLEND_DESC
{
CLEAR_BLEND_DESC_ALL_CHANNELS_ENABLED = 0,
@ -110,25 +108,6 @@ static void SetupDeviceObjects()
g_framebuffer_manager = std::make_unique<FramebufferManager>();
float colmat[20] = { 0.0f };
colmat[0] = colmat[5] = colmat[10] = 1.0f;
CheckHR(
D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(sizeof(colmat)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&s_access_efb_constant_buffer)
)
);
// Copy inital data to access_efb_cbuf12.
void* access_efb_constant_buffer_data = nullptr;
CheckHR(s_access_efb_constant_buffer->Map(0, nullptr, &access_efb_constant_buffer_data));
memcpy(access_efb_constant_buffer_data, colmat, sizeof(colmat));
D3D12_DEPTH_STENCIL_DESC depth_desc;
depth_desc.DepthEnable = FALSE;
depth_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
@ -197,9 +176,6 @@ static void TeardownDeviceObjects()
s_screenshot_texture = nullptr;
}
D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(s_access_efb_constant_buffer);
s_access_efb_constant_buffer = nullptr;
s_television.Shutdown();
gx_state_cache.Clear();
@ -394,192 +370,60 @@ void Renderer::SetColorMask()
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// EXISTINGD3D11TODO: This function currently is broken if anti-aliasing is enabled
// Convert EFB dimensions to the ones of our render target
EFBRectangle efb_pixel_rc;
efb_pixel_rc.left = x;
efb_pixel_rc.top = y;
efb_pixel_rc.right = x + 1;
efb_pixel_rc.bottom = y + 1;
TargetRectangle target_pixel_rc = Renderer::ConvertEFBRectangle(efb_pixel_rc);
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
D3D12_RECT rect_to_lock;
if (type == PEEK_COLOR || type == PEEK_Z)
if (type == PEEK_COLOR)
{
rect_to_lock.left = (target_pixel_rc.left + target_pixel_rc.right) / 2;
rect_to_lock.top = (target_pixel_rc.top + target_pixel_rc.bottom) / 2;
rect_to_lock.right = rect_to_lock.left + 1;
rect_to_lock.bottom = rect_to_lock.top + 1;
}
else
{
rect_to_lock.left = target_pixel_rc.left;
rect_to_lock.right = target_pixel_rc.right;
rect_to_lock.top = target_pixel_rc.top;
rect_to_lock.bottom = target_pixel_rc.bottom;
}
u32 color = FramebufferManager::ReadEFBColorAccessCopy(x, y);
if (type == PEEK_Z)
{
D3D::command_list_mgr->CPUAccessNotify();
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using DrawShadedTexQuad instead
// D3D12TODO: Is above statement true on D3D12?
D3D12_VIEWPORT vp12 = { 0.f, 0.f, 1.f, 1.f, D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D::current_command_list->RSSetViewports(1, &vp12);
D3D::current_command_list->SetGraphicsRootConstantBufferView(DESCRIPTOR_TABLE_PS_CBVONE, s_access_efb_constant_buffer->GetGPUVirtualAddress());
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PS_CBV, true);
FramebufferManager::GetEFBDepthReadTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV12(), FALSE, nullptr);
D3D::SetPointCopySampler();
D3D::DrawShadedTexQuad(
FramebufferManager::GetEFBDepthTexture(),
&rect_to_lock,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
StaticShaderCache::GetColorCopyPixelShader(true),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
D3D12_SHADER_BYTECODE(),
1.0f,
0,
DXGI_FORMAT_R32_FLOAT,
false,
FramebufferManager::GetEFBDepthReadTexture()->GetMultisampled()
);
// copy to system memory
D3D12_BOX src_box = CD3DX12_BOX(0, 0, 0, 1, 1, 1);
ID3D12Resource* readback_buffer = FramebufferManager::GetEFBDepthStagingBuffer();
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = readback_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_FLOAT;
dst_location.PlacedFootprint.Footprint.Width = 1;
dst_location.PlacedFootprint.Footprint.Height = 1;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = {};
src_location.pResource = FramebufferManager::GetEFBDepthReadTexture()->GetTex12();
src_location.SubresourceIndex = 0;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
FramebufferManager::GetEFBDepthReadTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Need to wait for the CPU to complete the copy (and all prior operations) before we can read it on the CPU.
D3D::command_list_mgr->ExecuteQueuedWork(true);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
// read the data from system memory
void* readback_buffer_data = nullptr;
CheckHR(readback_buffer->Map(0, nullptr, &readback_buffer_data));
// depth buffer is inverted in the d3d backend
float val = 1.0f - reinterpret_cast<float*>(readback_buffer_data)[0];
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
}
// EXISTINGD3D11TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
}
else if (type == PEEK_COLOR)
{
D3D::command_list_mgr->CPUAccessNotify();
ID3D12Resource* readback_buffer = FramebufferManager::GetEFBColorStagingBuffer();
D3D12_BOX src_box = CD3DX12_BOX(rect_to_lock.left, rect_to_lock.top, 0, rect_to_lock.right, rect_to_lock.bottom, 1);
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = readback_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
dst_location.PlacedFootprint.Footprint.Width = 1;
dst_location.PlacedFootprint.Footprint.Height = 1;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = {};
src_location.pResource = FramebufferManager::GetResolvedEFBColorTexture()->GetTex12();
src_location.SubresourceIndex = 0;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
FramebufferManager::GetResolvedEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
// Need to wait for the CPU to complete the copy (and all prior operations) before we can read it on the CPU.
D3D::command_list_mgr->ExecuteQueuedWork(true);
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
// read the data from system memory
void* readback_buffer_data = nullptr;
CheckHR(readback_buffer->Map(0, nullptr, &readback_buffer_data));
u32 ret = reinterpret_cast<u32*>(readback_buffer_data)[0];
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
ret = RGBA8ToRGBA6ToRGBA8(ret);
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
ret = RGBA8ToRGB565ToRGBA8(ret);
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
ret |= 0xFF000000;
color |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
{
return ret; // GX_READ_NONE
return color; // GX_READ_NONE
}
else if (alpha_read_mode.ReadMode == 1)
{
return (ret | 0xFF000000); // GX_READ_FF
return (color | 0xFF000000); // GX_READ_FF
}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
return (ret & 0x00FFFFFF); // GX_READ_00
return (color & 0x00FFFFFF); // GX_READ_00
}
}
else // if (type == PEEK_Z)
{
// depth buffer is inverted in the d3d backend
float depth = 1.0f - FramebufferManager::ReadEFBDepthAccessCopy(x, y);
u32 ret = 0;
return 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
}
return ret;
}
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
@ -706,6 +550,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
FramebufferManager::InvalidateEFBAccessCopies();
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
@ -906,6 +752,9 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
return;
}
// Invalidate EFB access copies. Not strictly necessary, but this avoids having the buffers mapped when calling Present().
FramebufferManager::InvalidateEFBAccessCopies();
// Prepare to copy the XFBs to our backbuffer
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
TargetRectangle target_rc = GetTargetRectangle();
@ -1272,6 +1121,9 @@ void Renderer::ApplyState(bool use_dst_alpha)
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, false);
}
// Always called prior to drawing, so we can invalidate the CPU EFB copies here.
FramebufferManager::InvalidateEFBAccessCopies();
}
void Renderer::RestoreState()